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For those Linux gamers with a NVIDIA RTX "Turing" graphics card, there's finally an interesting open-source workload to enjoy that makes use of the RTX hardware and NVIDIA's VK_NV_ray_tracing extension... A real-time path tracing port of the legendary Quake 2 game...

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Well, congrats RTX owners. Now at least you have one game that supports it.

So much sarcasm, so much pain. AMD has been missing on the GPU scene for three years already and their GPUs are half as efficient as NVIDIA's but let's ridicule NVIDIA owners who are the first on Earth to enjoy real time ray tracing which is the future. Yes, aside from BF5 no AAA games support it now but that's only for now.

Please kindly proceed to WCCFTech to express your considerations.

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So much sarcasm, so much pain. AMD has been missing on the GPU scene for three years already and their GPUs are half as efficient as NVIDIA's but let's ridicule NVIDIA owners who are the first on Earth to enjoy real time ray tracing which is the future. Yes, aside from BF5 no AAA games support it now but that's only for now.

Please kindly proceed to WCCFTech to express your considerations.

Woah, don't take it so personally. There's no pain on my part. I stopped caring when NVidia released the highly overpriced 1xxx series. And sorry but RTX owners are not the "first people on Earth" to enjoy ray-tracing. There were versions of Quake Wars and Wolfenstein with ray-tracing 10 years ago.

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I wish they chose the freshest flavor of DOOM 3 BFG source code and worked on top of that. Why don't we have an advanced open source game engine that is recent and not stale? After decades is there anybody who can rival John Carmack?

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So much sarcasm, so much pain. AMD has been missing on the GPU scene for three years already and their GPUs are half as efficient as NVIDIA's but let's ridicule NVIDIA owners who are the first on Earth to enjoy real time ray tracing which is the future. Yes, aside from BF5 no AAA games support it now but that's only for now.

Please kindly proceed to WCCFTech to express your considerations.

Why even turn this into a fanboy flame war? RTX is nice but it addresses only those few shelling out $800 for an NVidia GPU while large portions of the PC gaming market and console do not support it. It remains to be seen, which devs will choose to implement it. It is a nice piece of tech demoing where things are going but enabling it greatly reduces the FPS in BFV even on the RTX2080Ti. Also, all this fixed function hardware has increased the necessary die size and the price with it. I totally get AMD's stance on the matter that the effort to implement it will only pay off when at least midrange GPUs can provide this feature at decent performance. Based on this situation, it is a clever strategy to skip out on RT for now and use their resources to catch in terms of efficiency and effective performance. Once RT is ready for a broader audience, they will offer it.

On the surface, it is basically the same idea.
But for performance reason due to the limitation of the hardware back then, you only use a single ray per column of the screen (320 rays for a 320x200 screen), it's a purely 2D technique.
Whereas modern system will at least send 1 ray per pixel (sometimes multiple rays for anti-aliasing) and is a true 3D technique.

Also, when Wolfenstein and Doom found the target column of pixels hit by the ray, they just straight render it on the screen and be done with it
(well, not quite, Doom could have "transparent" texture (= "with holes". Or actual transparency with later versions like Strife and its windows) and will keep tracing beyond those), whereas modern games will bounce rays of the target trying to find light source, reflextion, refraction, etc.
(some raycasting game did mirrors, but I don't have an example of the top of my head - the only mirror I have in mind is Duke Nukem 3D which isn't a raycaster, but a portal engine).